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Posted

FA Fuel Dump and waypoints

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Map bsp is fa_fueldump.bsp

 

nav file for Waypoints and Goals have been modded please make sure to add them or the bots will get stuck in the water and they wont escort the tank with out the goals provided

user file for Bot Stuckage was minimal but still provided for gm to function properly according to what they produced during test time

{
	map			"fa_fueldump"
	longname		"^w=^qF^w|^qA^w=^fFuel Dump"
	type			"wolfmp wolfsw wolflms"
	timelimit		30
	axisRespawnTime		30
	alliedRespawnTime	20
	lmsbriefing		"Axis and Allies clash in the previously peaceful surroundings of a winter woodland fuel depot. The snowy wooded hills and valleys will be the scene of a mortal battle. Face to face, it's a fight to the death, only the victor will survive."
	briefing		"The Allies are attacking an Axis fuel depot and must escort their Churchill AVRE Demolition Tank as it blasts through the defenses. The Axis can disable and delay the Tank with Panzerfausts, grenades, mines or explosives."
	axiswintext		"Skilful victories such as this prove that it will take much more than just numbers to defeat the Axis. Their troops demonstrated a heroic determination and skill that leaves them masters of the battlefield and the Allied forces a shambolic defeated rabble. For the Allies to have any hope of eventual victory they cannot let their resolve falter so pathetically."
	alliedwintext		"Stylish victories like this indicate that the tide appears to be turning in the Allies' favour. Superior Allied valour, aggression and expertise have left the Axis forces deservedly demoralised and defeated after their own meagre effort. The Axis must acquire the habit of repelling Allied attacks on their own doorstep or the doorstep may no longer be their own."
	mapposition_x	520
	mapposition_y	585
}

I took the liberty to prefab that churchill for oasis model if any one wants to use it

 

This includes the shader file used to remap tracks also the script used to remap the tank and the models used for this https://drive.google.com/open?id=1qmL4FIlOpQPdDvLoCNSlMEyzZ3KDrOLE

 

do note the prefab is for experts with scripting with shaders if you need assistance you can pm me

 

tested with no errors but saw no visual improvements at this time because bot's tend to overload my system during testing can't give a actual intel on if it improved it or not did test it against fueldump on same tests saw same performance but if there was cause of entities it has been cut down to 1/4 the size of data to render

 

Any problems just send me a pm


  • Submitter
  • Submitted
    08/30/19
  • Category
  • Map Type
    Objective
  • Map Size
    Medium
    Large
  • Map Theme
    Night
  • Attacking Team
    Allies
  • Waypoints
    Yes
  • Known Issues
    None

 

  • Like 1
  • Thanks 1
  • Love 1
Posted (edited)

Found a few minor bugs while testing.

 

A lot of the trees are too high up so they're partially floating, I think there were 7 or 8 I found.

2019-08-30-044556-fa_fueldump.thumb.jpg.b08f7fc2f8f21ff413e5c8bbf4cf0ddb.jpg

 

You can prone underneath the water and you're still able to shoot people, seems a bit unfair as you're harder to see in the water 😛.

2019-08-30-044610-fa_fueldump.thumb.jpg.e9bd1d18b2e5325bd40cddac9fdf459d.jpg

 

The roof of this little box has a texture on one vertex but not the other 3.

2019-08-30-044247-fa_fueldump.thumb.jpg.0aead21cda043b9592514f440d038ec8.jpg

 

I managed to get fully inside this tree by crouch jumping. In fact a lot of the trees seem to have bad collision boxes, either their diameter is too small so you can partially walk inside them or too big so you'll get caught on them when walking by. This is the worst of them though. I can imagine an Axis engi hiding in here to keep building the CP 😛See the second demo.

2019-08-30-045131-fa_fueldump.thumb.jpg.10dea7f5752b4e9c18498a38c2cd338c.jpg

2019-08-30-044932-fa_fueldump.thumb.jpg.c654af35bcffd4713c51f278c8bf4fdf.jpg

 

The beds in the Axis spawn are gone but their collision boxes are still there. I'd also suggest removing the footlockers.

2019-08-30-045721-fa_fueldump.thumb.jpg.e6a33f0f2896a69bad30f5a2ce79a74e.jpg

 

There's a visual glitch here where part of the mountain is missing.

2019-08-30-045827-fa_fueldump.thumb.jpg.02a705dd31bc45b896c79c85b7294a0f.jpg

 

Here I'm proned on an invisible objective that stops me from walking through it. See the second demo.

2019-08-30-050143-fa_fueldump.thumb.jpg.571cdf9d189553faa2179c959e2b2406.jpg

 

I'd suggest removing the second stage of this fence so Axis can defuse the dynamite easier if the Allies get through on the other side, a lot of other versions of this map have this removed as well.

2019-08-30-044004-fa_fueldump.thumb.jpg.90edeb9fed1e4bc568cb28bf52e7575a.jpg

 

I'd also extend the invisible collision box slightly on the Axis Fuel Dump spawn roof as now you can sit and camp on this ledge.

2019-08-30-045510-fa_fueldump.thumb.jpg.5a24d47fdf62816cf6bfc379b16e3a72.jpg

 

The image on the loading screen for the map is upside down.

 

I'd rename the tank to =F|A= Churchill instead of = F | A = Churchill.

 

I can't seem to spawn in the Allied CP but I'm not sure if that was by design. I also can't spawn in the Fuel Dump garage as Axis.

 

That's all I could find so sorry if I missed anything - need more people to test it . I never had FPS issues on the original Fuel Dump so I can't speak to how much better this map is in that sense. I like the map though, really good job bud.

 

Here's the demo of my first run through the map where I found the issues above: http://s000.tinyupload.com/index.php?file_id=04207135043143698947

Here's a short demo of just getting inside that tree as well as interacting with the invisible object next to it: http://s000.tinyupload.com/index.php?file_id=00090616684834141122

Edited by ElEl
Added demos.
  • Like 2
  • Surprise 1
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Posted

I'm still working on there is going to be some odd things when modding

 

But what fun would it be if ET didn't have glitches

 

The Mountain is culled by the clip through the other area off top of my mind

 

I'll update it this week sometime :) 

Posted

Was fun fixed those however I did move the gates instead of removing scripting and I've got some idea's may make the map more interesting will hold that till I get most of it done

 

But here's the gate I presumed having the crate on the same side would be beneficial to allies

 

2019-08-31-004521-fa_fueldump.jpg.7c96f1bd0493775cd198eaa1acc3815d.jpg2019-08-31-004534-fa_fueldump.jpg.9f20cdea4aa6b59160a2db33cea7f841.jpg

 

 

Posted

13 hrs of mapping hehe

 

The stuff I did is so invisible for such a long time to work

 

I did however include some slick shaders to the roofs and corners where double jump is possible but not so much now

 

Clipped the corner to the right where tank blows other door as well the tree to the right out of view is clipped off to the right of it to stop that trick jump

Im not sure of any other possibilites to get around objectives those are just the ones I've seen done or have done

 

slick.thumb.jpg.2e88e04aefc50ad395135f5ca034ed7b.jpg

 

I will be moving the spawns around not sure if having a spawn at the fuel tanks is such a good spot because I've added axis doors to the back of the building 

 

All of those spawns you were talking about for allies cp and axis fueldepot wasn't part of the orignal map they were map scripted in by using map scripts on the server

 

this is what I was referring to at the tanks I can put spawns there if you prefer I can force players to spawn here on second wall being blown and remove the one back in the other part

depot2.thumb.jpg.3785ec7d8528c71131d40acdd09eece6.jpg

  • Like 2
Posted

I would like all 3 alternate spawns be kept in (both cp spawns as well as garage next to fuel dump.) I like that the garage door is open now, gives an alternate exit that will surely have less pushing. However this may help the axis a little bit too much. Time will tell. Maybe it's positioning of the bottom screenshot that I cant see it but are you keeping the ladder to the catwalk and office?

 

The new construct-able barrier on left side seems to be a good idea, we'll see how others react/adjust to it. Seems to be a good middle ground of making it double build but fuel dump still accessible by axis. Though you may need to deny "trick"-jumping over the left part of the wall over the barbed wire.

 

Using double jumps to get onto/over a lot of these buildings is pretty easy in regular version. Even seen allies use a double jump bunny hop to get from CP spawn all the way over to fuel dump. If I knew and had the time to set up my own server with double jump and omnibots and what not I would test this a bit more as well as general gameplay. Perhaps DD could convert one of the lesser used servers into a testing ground?

 

Is it possible to add some sort of invisible wall or something that stops only players a certain height above the outer wall (wont stop mortars, rnades, etc)? Obviously you want mostly axis players to jump off the wall into the thick of the fighting but I've seen allies try and get crafty with each other by setting a bunch of landmines in 1 spot and launching an engi flying over the wall. I've asked (I dont remember which admin I asked) if it's allowed and was told while a **** move of sorts, its not technically illegal. But I hate seeing these kind of tricks to cheese the map of sorts, its similar to nade jumping each other.

 

I'm really liking the looks of this remake, I can't wait to try it out in game!

Posted

I would love to have a fuel dump on silent1 one day.No matter what versions. This is a very nice oldschool map, for example for a tank ride, and in particular for a covert game and getting to the roof and satchel destruction of barriers.As a sniper can also be played nicely.A large field for choosing different classes gives this map :)

  • Administrators
Posted

@DoubleDragon  That is epic! Let's test it out first on test server with @ElEl and if all is good - we go live on all servers!  Also what you think to make it so Axis can attack? Is that too much work? 

  • Thanks 1
Posted

Haven't given up still digging in going to try and pull these together not really gutting the tunnel just repairing and removing the malform shaders and possibly fix some of the vertex counts

malformshaders.thumb.jpg.bf7f1ef7089a7cd587c55987adf2b2fa.jpg

I have tho removed a few trees 10 maybe those are done and some other things trying to fix a fps hiccup when viewing from allies first spawn to depot through the mountain as you can see I find these in the middle often just doing nothing in blank space there's been a bunch of these in the tunnel but it may not go away will see

 

vertices to are still counted even tho they are removed during compile and are still there rendering during game play

 

I have to re-due the slicks they aren't working as planned will be clipping more as you can see all the clips are gone but a few on the right slicks still visible haven't gotten there yet

 

Some time I will be done not sure if I'll switch teams yet if others want I will even tho I still got to work on spawn entities that are missing any way only thing that will slow it down is the scripting 

 

a bunch of 0's to 1's and 1's to 0's changing spawns isn't that bad just have create a new team_CTF_bluespawn and reds and rename them accordingly

 

I'll let you know how much longer when I can get these two area's to connected cause I am going to remove the space between them for visual difference like ELI pointed out.

 

After a crazy doctor visit and a hurricane I might get done with this faster now :)

  • Like 1
Posted

I did add one new section of tunnel leading out of depot to inside the cave because this is a path that gets used a lot and is towards allies spawn figured it was a good idea to help defend

Not sure what kind of door to put there either a static door that functions alone or add it to the depot gate that says open when the depot is hit by the tank you can suggest something if you like would be helpful or anything else 

 

new_tunnel.thumb.jpg.684d81248c13f592d31fa105ccf597a7.jpg

  • Like 1
Posted

To get a bigger picture of what Im having to face these are all the wasted malformes taking up vertex count and causing some fps lag even tho they are caulked they still get counted in the render part

 

Plus who hasn't seen fueldepot with out mountains :) 

 

Once these are cleaned it should perform better plus to think of it that is the layout before the terrain was imported 

 

no_mountains.thumb.jpg.15bb200c87dc0363f8dc9e4b6c22571d.jpg

 

  • Like 1
Posted
35 minutes ago, DoubleDragon said:

I did add one new section of tunnel leading out of depot to inside the cave because this is a path that gets used a lot and is towards allies spawn figured it was a good idea to help defend

Not sure what kind of door to put there either a static door that functions alone or add it to the depot gate that says open when the depot is hit by the tank you can suggest something if you like would be helpful or anything else 

 

new_tunnel.thumb.jpg.684d81248c13f592d31fa105ccf597a7.jpg

Oh god yes easily my favorite thing on this version already.

Posted (edited)

Im getting there :)

Still got things to do spawns doors etc etc

Sounds are off they will be either removed or replaced with default sounds

If I can't find the default sound for each not sure if making news ones would be a good idea it would increase the file size

 

 

 

Edited by DoubleDragon
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